LAST EDITED ON Jul-02-03 AT 00:25 AM (EDT)
Those of you unaware, in the beginning there was MSTS, and trainfans saw it was good. Then all the switching/shunting fanatics saw it was not so good. When you attempted to couple on to a loose consist with the front coupler, the brakes on the cars wouldn't release.MS/KUJU came out with a patch for that;http://microsoftgamesinsider.com/TrainSimulator/NewsAndFeatures/InsideTrainSimulator/New_Microsoft_Train_Simulator_Update_4-18-02.htmAnd that fixed the brake release problem, so you could couple on to a cut of cars and pull it backwards. For switching purposes that wasn't near enough, since it was very difficult to get it to uncouple, and using it often led to program crashes, lockups, and send/don't-send love letters to Uncle Billy. MS/KUJU is oblivious to this, the readme says "the front coupler is now functional", altho it only fixed one of many problems.There are a number of factors causing the problems remaining, the primary one is all the physics for the game are geared toward the back coupler, and the front coupler is an unwanted stepchild. Engines obviously have a front and back end, but even cars have a "designated" front and back coupler which causes them to behave differently. A reversed car or engine in a train will have the wheels rotating in the wrong direction, and on curves the trucks pivot the wrong way. The coupling/uncoupling is also affected by this, certain cars and engines that are not perfectly centered will have problems coupling onto one end or the other. The US2chemicar is a good example, and so is the piggyback trailer flatcar.Coupling takes place only when the cars/engines are moving in the expected direction for the back coupler, so when you're moving toward a car with the front coupler of the engine, what actually happens is it hits the coupler and bounces backwards, and couples on the rebound. Derailment also happens at much lower speeds when using the front coupler.So here's my latest hacks;http://www.train-sim.com/dcforum/User_files/3f0259991808590c.zipThere are two modified versions of Bob's physics 4.5 GP38s in there, as well as a hack to the default.wag file that should work for any engine. The default.wag hack is the most important, with all the engine/car combinations I've tried so far it makes uncoupling easier and (knock on wood) so far seems to eliminate the lockups.The one thing it doesn't fix is the coupler window, once the front coupler engages you're limited to the first 7 cars in the train displayed in the window, so you still have to uncouple long strings in sections.There's a readme included, but basically you unzip to the \Train Simulator folder, answering yes to overwrites (backups of the original files plus batch files to restore them are included), then go into the \Trains\Trainsets\Default\ folder and run the hackit.bat to change to new values, restore.bat to restore the old default.wag. For the default GP38, \Trains\Trainsets\GP38\ folder, run passview.bat, which will give you the geep with a #5 passenger view on the left side, or nopass.bat, which gives the same geep with no passenger view for those who prefer the cupola of the caboose for a passenger view. Both have increased derailbufferforce values and throttle notches optimized for switching/shunting activities, otherwise they're physics 4.5 throughout. Run restore.bat to return to the original KUJU 1.2 GP38.Feedback, don't be shy. Less lockups, more lockups, (Luck be a Lady Tonight) no lockups? Easier/harder to couple/uncouple? Does it fix the infamous Cutbank Coupler Curse on Marias or not?
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RE: Front coupler bug revisited., DCRR1, Jul-02-03, 10:26 AM, (1) RE: Front coupler bug revisited., fixin2, Jul-02-03, 04:26 PM, (4) RE: Front coupler bug revisited., Coonskin, Jul-02-03, 12:35 PM, (2) RE: Front coupler bug revisited., rgh69, Jul-02-03, 01:38 PM, (3) RE: Front coupler bug revisited., sniper297, Jul-02-03, 07:10 PM, (5) RE: Front coupler bug revisited., rgh69, Jul-02-03, 08:39 PM, (6) RE: Front coupler bug revisited., sniper297, Jul-03-03, 07:11 PM, (7) RE: Front coupler bug revisited., drjoe, Jul-04-03, 11:00 AM, (8) AACK!!!! OHIO RAILS AGAIN!!!!, sniper297, Jul-04-03, 12:25 PM, (9) RE: AACK!!!! OHIO RAILS AGAIN!!!!, drjoe, Jul-04-03, 02:49 PM, (10) RE: AACK!!!! OHIO RAILS AGAIN!!!!, robertreedy, Jul-04-03, 03:20 PM, (11) RE: AACK!!!! OHIO RAILS AGAIN!!!!, sniper297, Jul-04-03, 04:11 PM, (12) RE: AACK!!!! OHIO RAILS AGAIN!!!!, baldwin, Jul-04-03, 04:36 PM, (14) RE: Front coupler bug revisited., ckawahara, Jul-04-03, 04:36 PM, (13) RE: Front coupler bug revisited., sniper297, Jul-04-03, 09:24 PM, (15) RE: Front coupler bug revisited., ckawahara, Jul-04-03, 09:35 PM, (16) RE: Front coupler bug revisited., stationmaster, Jul-04-03, 10:18 PM, (17) RE: Front coupler bug revisited., baldwin, Jul-05-03, 03:26 PM, (22) RE: Front coupler bug revisited., Stooopid_person, Jul-05-03, 05:19 AM, (18) RE: Front coupler bug revisited., sniper297, Jul-05-03, 11:03 AM, (19) RE: Front coupler bug revisited., ckawahara, Jul-05-03, 11:58 AM, (20) RE: Front coupler bug revisited., Stooopid_person, Jul-05-03, 12:19 PM, (21) RE: Front coupler bug revisited., OTTODAD, Jul-05-03, 05:31 PM, (24) RE: Front coupler bug revisited., RevnJeff, Jul-05-03, 04:05 PM, (23) RE: Front coupler bug revisited., sniper297, Jul-05-03, 10:07 PM, (25) RE: Front coupler bug revisited., Stooopid_person, Jul-05-03, 10:32 PM, (26) RE: Front coupler bug revisited., RevnJeff, Jul-06-03, 01:10 AM, (27) RE: Front coupler bug revisited., sniper297, Jul-06-03, 01:59 AM, (28) RE: Front coupler bug revisited., Stooopid_person, Jul-06-03, 11:45 AM, (35) RE: Front coupler bug revisited., baldwin, Jul-06-03, 06:08 AM, (30) RE: Front coupler bug revisited., ckawahara, Jul-06-03, 11:44 AM, (34) RE: Front coupler bug revisited., heffed, Jul-06-03, 04:10 AM, (29) RE: Front coupler bug revisited., sniper297, Jul-06-03, 09:29 AM, (31) RE: Front coupler bug revisited., sniper297, Jul-06-03, 10:48 AM, (32) RE: Front coupler bug revisited., Bing, Jul-06-03, 11:20 AM, (33) RE: Front coupler bug revisited., baldwin, Jul-06-03, 04:16 PM, (36) RE: Front coupler bug revisited., sniper297, Jul-06-03, 06:16 PM, (37) RE: Front coupler bug revisited., sniper297, Jul-06-03, 09:25 PM, (38) RE: Front coupler bug revisited., Coonskin, Jul-07-03, 03:15 AM, (40) RE: Front coupler bug revisited., baldwin, Jul-07-03, 03:11 PM, (44) RE: Front coupler bug revisited., Coonskin, Jul-07-03, 09:07 PM, (48) RE: Front coupler bug revisited., heffed, Jul-07-03, 01:20 AM, (39) RE: Front coupler bug revisited., blattan, Jul-07-03, 10:14 AM, (41) RE: Front coupler bug revisited., sniper297, Jul-07-03, 10:54 AM, (42) RE: Front coupler bug revisited., jleslie, Jul-07-03, 01:08 PM, (43) RE: Front coupler bug revisited., jtsdadinaz, Jul-07-03, 08:18 PM, (45) RE: Front coupler bug revisited., rgh69, Jul-07-03, 08:49 PM, (46) RE: Front coupler bug revisited., sniper297, Jul-07-03, 09:02 PM, (47) RE: Front coupler bug revisited., jleslie, Jul-07-03, 10:32 PM, (49) RE: Front coupler bug revisited., sniper297, Jul-07-03, 10:56 PM, (50) RE: Front coupler bug revisited., Brad 110, Jul-08-03, 08:00 PM, (51)
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On add-on steamers, since engines and tenders in the US are generally drawbarred together, the .eng and .wag files have two coupler entries. The engine.eng has front coupler automatic and back coupler drawbar, the tender.wag has front coupler drawbar and back coupler automatic. Coupled into a train backwards, the tender wheels rotate the wrong way, but the drivers on the engine rotate the correct direction. However, the front & back couplers of the engine swap ends, since the front coupler of the engine is now the "designated" back coupler, it's now a drawbar and can't be uncoupled from the train.
Back coupler of the engine now being an automatic, you can uncouple the tender.
Nose to nose same thing, front/back couplers swap ends, once coupled they can't be uncoupled.
Got an email from somebody too shy to post, was using the Canton GP9s in some ORRR activity or something, was getting lockups prior to the default.wag hack, afterwards got no lockups, but was constantly derailing. The front coupler is a lot more touchy than the back coupler, as far as I know there's no cure for it that will make it exactly the same as the back coupler. The one hack that does work is to open the offending engine's .eng file in wordpad, and change;DerailBufferForce ( 238kN )or whatever it says, to:DerailBufferForce ( 800kN )That's still realistic enough for me, with the back coupler it couples on at up to 4mph, bumps the car without coupling at 5-6mph, and derails (the CAR, not the ENGINE!) at 7 or 8mph. Values with the front coupler are lower, it will derail on straight level track at 4mph+, lower if the couplers meet at an angle (if the loose consist is sitting on a grade and/or curve)."still had to begin to back away for coupler to grab", yeah, no cure for that, it's hard coded in that the - how to explain this? Well, the simple version is, the coupling engagement physics are designed for the back coupler only. So if the engine is moving backwards, and the couplers are within the "engagement zone" of 30cm from each other, it will couple. If the engine is moving forwards the coupling engagement is disabled even with the couplers in the proper proximity to each other, so it doesn't couple. It affects the front coupler the same way, altho the proximity logic works, the movement direction doesn't change, so the couplers need to be seperating rather than approaching to couple on. That may sound wrong, but check it out by moving (front coupler) very slowly up to the car, and pushing against it won't engage the couplers. Backing away quickly enough to trigger the movement direction + speed + coupler proximity does engage it. When you do seem to couple on while moving forward, if you examine it closely what's actually happening is you collide with the car and rebound, and the coupler engages on the rebound if it's moving backwards fast enough. That's also why the uncoupling is so difficult, coupler proximity =<30cm + backwards movement of the engine at 0.2mph+ = engage couplers. The collision threshold velocity doubled in the hacked default.wag helps, problem is if you raise it too high you won't be able to couple on to some cars with the front coupler. So the trick to that is releasing all the brakes and backing just enough to pull the slack out, then when you uncouple you're already at the extreme range of the coupler proximity envelope. "With further testing, this hack may become "required" on OVS. Would like your permission to "package" just the default.wag hack for OVS if we decide to adopt it. Please post your "results" from the entire group, since that data will be useful in our decision to "adopt" the hack."What, for that Pineapple bum?! Where's my M40, I'm gonna take care of that guy once and for all!
Damn, I missed again. Seriously, yeah, go ahead, you don't really need permission, same answer as the next question;"BTW, are the speedo and clock/aspect .ace file public domain. I might like to add them to the OVS cabviews. Just wondering. Thanks again."Don't any of you guys read the readmes? I know I'm a blabbermouth, but you could at least skim thru my drivel occasionally!"This is public domain, upload, modify, use in other engine types, distribute at will."Plainsman posted a chart:http://www.train-sim.com/dcforum/DCForumID3/17856.htmlFor TLAR it's not really necessary to hack throttle notches precisely, so for most engines used for switching just cut the first two notches in half, adjust notch 3 and possibly 4 to hit a middle ground so you don't get a huge jump in power going from the lower notches used for switching to the upper ones used for dragging heavy tonnage up the hill. Or, since most diseasels I've seen use 8 throttle notches plus the idle, just copy that whole throttle notch datablock from one of my engines and paste it into whatever you're using. Look at that Plainsman link tho, I'm not sure why anyone would want to use a heavy road engine like a Dash 9 for switching, but if you do hack something like that you also need to change the power display values in the cvf file to get the little newfangled digital monitor thingy to display the correct power values.Once any and all bug reports come back (knock on wood, could this really be it?!), I was gonna post it in the file library with just the default.wag hack. Hopefully others (like Bing or Baldwin) are experimenting with additional hacks to the default.wag file, may come up with something even better.
"I have yet to see a crash when attempting to couple. Instead, the crash doesn't happen until I hit the "end activity" button!! Strange huh? And it only crashes like this if I've use the front coupler."Yeah, we were all getting that before too, if the car/engine combination wasn't buggy enough to trigger lockup/crash/send-don't send at the moment of contact, it would trigger upon exiting. I have gotten that twice now, but as you said it's a lot better to have the blasted thing wait until you're done playing before it acts up.Like I said, still in the "looks good so far" stage, possibly additional hacking to the default.wag may improve it further without screwing something else up. I just had a horrible thought, wouldn't it be rotten if we finally fixed it perfectly a year from now, only to find them KUJU Klutzes screwed it up worse for MSTS 2, with a completely different programming so we had to start all over?!
Anyway, it took me over a half hour to read and digest the whole thread, which was more time than I spent testing your hacks. I have Kurt Kaminer's replacement GP38 installed (BNSF #2099) but I went ahead and applied the hacks to it anyway. It's basically a default engine anyway with the hack applied. Some preliminary observations:- I can now couple to the front at 4mph and under without fear of a lockup. Didn't have a single lockup with 3 consists I tested, 1 default and 2 non-default.- The wheels do indeed spin backwards on all the cars of the train. Has it always done that? - Dynamic brakes don't work in reverse. Has it always done that?- I did have a lockup exiting the sim. I exited the activity fine, then when I tried to "X" out of the sim, it gave me the S/DS screen.Also, here are a couple pics to show coupled state on 3 different cars, notice the gaps:(forgive me for putting BNSF equipment on AC&Y tracks....)US2Freight7
Bill Bzak's 100t hoppers
Svante Wendel's container cars
I dunno what causes the gaps, haven't looked into it yet.More tests to follow, now I will apply them to a different engine and more cars.Jeff L